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unlawfulact

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Everything posted by unlawfulact

  1. yes, does this cause it? edit: getting rid of these fixed it, ur a g
  2. Why does my badge item (now listed under hands) reset to 0 everytime I get into my vehicle? It's on every single different /uniform I have too, they all reset to 0 and I have to /uniform again to put it back on. Should I report this as a bug? Is there a fix to this?
  3. Detailed Description So the current system around taking items from a corpse can be so much better and waaaay more fluid, what my suggestion is all about is creating a fair better method to collecting items to you can "pick and choose" what you get with /takeitem rather than it just collecting I believe the heaviest item first. This all stems off a situation I had a few weeks ago where I had a dead corpse, who had buckets of drugs on him, but I had to piss fart around in F3 and running around right clicking the box to get the exact right spot to pick up the drugs. It was chaos. /takeitem was trying to pick up 34x water bottles which was evidently too heavy for my inventory and I couldn't get it. This suggestion would change the /takeitem command and have it either big up a menu like the "/inv" where u would then go /takeitem iteamID amount OR it could bring up a menu like the "i" menu and you could arrow up or down until you find the item you want to pick up and then click enter then "amount" etc. Exactly like the "i" menu inventory we have. Relevant Commands/Items Changes to /takeitem How will it benefit the server? It will just bring a far better approach to /takeitem and having to spam it to get the item you want, you simply can pick and choose what item u retrieve from the individual. So rather than collecting 400 condoms and masks. You can simply just take the handgun/drugs from the player.
  4. Even a war can't hurt our activity.
  5. Unfortunately, as much I as I would love to see it happen and I believe it's a great suggestion. I don't think it will for the simple reason of transparency being the problem here, transparency is only encouraged by people when it will reflect positively on them, this? Will only make the staff team look like clowns with what some of them potentially do and get reported for, bringing a negative name to the staff team as a whole. Prove me wrong though, GTAW, do this and I'd love to see how it goes.
  6. Wait that pool system is lit. The drugs could use a bit of touching up, some seem a bit weird, but all in all looks dope.
  7. This stinks of bias if this really does happen. But at the same time, there's nothing special about being official other than a /invite. I'd like to see perks for official factions one day.
  8. https://gyazo.com/3968589958dcb3a9721228262bdc250e Where as the servers population is now sitting at let's just say 800 a night. Having hundreds of small and pointless factions isn't helpful to anything on the server. What are you even talking about? Clearly you aren't aware of what comes along with Motorcycle Clubs and how patches are approved so it's best you don't comment on it, because you'll just make yourself look silly. I'm not, nor should we force anyone to identify with another factions concept, I'm simply saying encourage people to look at pre-existing factions in that area first before starting their own, because they might just go "actually yeah, this is what we're looking for". As someone said earlier, it's easy for a group of 20-25 friends to start a faction and then just magically out of nowhere be roleplaying this huge gang/group in an area which makes it extremely hard for people who have established a solid foundation in that area to continue their development when they have this group randomly pop out of nowhere and match their numbers. It's not good roleplay at all. All in all, I understand the concept of people should be allowed to do what they want. But we should really encourage the concept of having major, dominant groups or organizations rather than thousands of small ones. As a gang, it's a lot more difficult, because it's not so easy to just recruit them across to become a sub-set of the faction. With MC's you could look at the possible OOC discussion of maybe becoming a different charter of the faction, I know the current group of President's are great people and will always be open to discussion on how to make the MC community better, this could definitely be a hit in the right direction. And OCG's, the best explanation to this would be something like Bellantonio Crime Family from LSRP, an LCN group started on Princeton and instead of just going to war with them and fighting, Bellantonio ended up recruiting them all as a sub-set of the OCG, eventually it did end in an internal war but this is just an example of what could be done with all these groups rather just having 100 different ones. I honestly think this would be a whole lot better for the server in terms of quality, as it should always be about quality rather than quantity.
  9. When you’re just a ‘group’ you should look at joining a ‘faction’ as a group and possibly even splitting off into a subset rather than being this small ‘group’ that’ll go to war with anything that moves in the area and if you have more firepower than the actual established faction in the area its lame. This is the kind of thinking the server should promote. Subsets rather than just be a completely different faction or group.
  10. Title says it all and I'm about to go on a huge rant, so bare with me. One of the biggest problems on all roleplay servers is when friends get together and want to create their own factions, servers have countless amounts of small friendship groups which is great, don't get me wrong, but when they would rather create their own faction and roleplay amongst themselves rather than joining an already established faction as a group and developing through that it becomes a problem. Servers don't need a gangs/groups on every corner, street and block. It's getting to the point where you're now having two factions pretty much on the same street and it's just causing stupid roleplay, rather than the small group joining the faction that's in the area, they create this group and it just turns into a shit show from the get-go. The main problem which has made me do this is motorcycle clubs and how they're built in states and operate. It's extremely frustrating when you're seeing club after club pop up, not doing their research and flying colours and rockers that they aren't allowed to in reality. When they could've spent time doing their research into established clubs, which there's a few around the server now and just joining one of these. Now, I know we can't stop people from creating factions with their friendship group, but promoting the idea of joining an established group in their area of interest first before letting them create it seems like the best idea. I'm sure I'm not the only person that feels this way, we don't need 219127 groups/factions on the server as this is what ruins the markets that're trying to get fixed as we speak, it definitely plays a factor in it, that's for sure. I'd like this post to be a discussion and I might even make a suggestion thread if given enough input. I'd like to hear your opinions on the matter first however.
  11. unlawfulact

    Drop a lie

    i think roleplaying is a healthy addiction
  12. Your username is not your email account on the UCP, it's the account name, like mine is "unlawfulact". This might be why you're having problems? Other than that you could just using forgot password to reset your password and see if it gives you an invalid email error, if it does? Your account probably didn't go through as that email address isn't linked to any active accounts.
  13. Would be sick to be able to get trailers or something for your vehicles that you could load things on. Kinda like the flatbed. Big +1
  14. I don't think this is the right approach to detective work. As you leave your car out in the sun, especially in a state like what we simulate, California. Your hood is going to be hot no matter if it was just used or not. Plus giving everyone access to a command like this for the sake of "tracking" individuals down just isn't the way to go. I think detectives have a pretty solid script here already considering what detectives have had in the past on roleplay servers, I don't think changes like this will make it any better, unfortunately.
  15. To fix a drug market you need to create a demand for it. Every faction having the ability to create/cook/grow drugs creates an influx in the market and doesn't allowing trading between groups. It's going to be hard to do, but I do believe the market needs to be shut down for a bit to allow the current drugs on the server to make their rounds and it all to slow down. Maybe categorizing factions and allowing factions to pick one drug that they can have access too. This creates a market as now factions will have to talk to one another to gain access to other drugs, this creates demand. The only flaw I see with this plan is you'll probably have a lot of factions picking the same drug like cocaine or something simply because of the HP boost and how much better it is from an OOC standpoint than all the others. If this is the problem, I'm sure IFM can come up with categorizing factions even more and stating "hey guys you're a white street gang, you'll have access to meth" "hey guys, ur a sureno faction, u'll have access to heroin" so on so forth.
  16. In regards to the loophole status, the casino can still be owned and operated by players. They just don't have access to the abundance of money that comes along with it, you could maybe let them keep a percentage of the profits earned, if any but it shouldn't be a place where casino owners can make fortunes. The odds at casinos will and always have been in the casinos favor. This means the chances of you losing money to the casino are much higher than the chances of you winning money, essentially. This means if 100 people go to an opening and all gamble away 50k. The player who gambled has only lost 50k. But now the casino owner, who probably hasn't even risked his own money because he's just hired randoms to host the games for him, is now 5m. You let your dealers keep a percentage and obviously you take a percentage. Let's say its 60/40, the casino owner is now walking away with 2m(ish) for doing absolutely nothing, except being present. For the sheer sake of 100 players coming in and gambling 50k each (which isn't a WHOLE lot of money, right?). How does this not effect the economy and how would making losses disappear rather than fall into someones pocket not be beneficial? As I said earlier, the chances of you losing are much greater than the chances of you winning, so naturally the casino will be sucking more money out of the server rather than giving it, meaning it's keeping the economy stable rather than destroying it. Taxes are another good idea, which gets the government more actively roleplaying around businesses etc too. Which essentially gives MORE roleplay to the community, rather than taking it. But then, if the gambling isn't done script wise, people will lie about their earnings and so on so forth and then it becomes this huge ooc tax fraud thing and that sounds like a headache.
  17. Short description: Create Casinos being an NPC placed where it's run by a script, rather than players. Detailed description: Creating casinos being run by a script and money being generated by the server and vanishing rather than going into a singular players pocket would be so much more beneficial for the server, it takes away a bit of the roleplay aspect to it all, but there's always opportunities for illegal factions to host certain gambling nights with the risk of breaking the law if they really wanted too. This eliminates the money being lost by the players getting put into a singular players pocket at the casino, reducing the risk of said player just being a multi-billionaire and completely destroying the "stable"ish economy of the server. It's something that many servers in the past struggled with, take LSRP for a prime example, player owned casinos ended up ruining the servers economy and still does to this day, even though they have to charity a fair amount of money. Generating a script where you can walk into the casino and have scripted low-stakes, high-stakes tables of various games of players vs computer will still generate the possibility for people to win money but the money being lost simply disappears into this computers bank which then funds other winners or whatever, or simply have the money spawned and given and the money lost just disappears. Players can still run the casino and make money elsewhere, but the actual games themselves shouldn't be funding their pockets. Commands to add: N/A Items to add: NPC run casino games rather than player run. How would your suggestion improve the server? This would eliminate casino owners becoming multi-billionaires and ruining the servers economy like we've seen on countless servers before. Additional information: N/A
  18. I don't think you need to remove it at all or change the rules about it. /ame is a command created to reduce the spam in chatlog of unnecessary reactions, emotions and all that stuff. It's to reduce you noticing the weapon that was pulled out across the room simply because you saw the /me. Using /me for everything definitely can incite metagame to a certain extent, depending on the playerbase you're surrounded by. I personally don't use /ame at all, but I can definitely see the benefits of having it there.
  19. It's kind of tilting when you go to the mask store, to find the bandana you want for your roleplay doesn't fit on your characters head and there's no way to adjust its position or size. It would be extremely cool and beneficial to everyone if you were able to adjust these on the mask items, as I'm sure I'm not the only person who has encountered this problem with their big ass head.
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